Basically, it's an edited version of the original status screen, but moved around, and with a grand total of seven windows to make it look good. It also displays the battler picture in the bottom centre window.
A simple edit, but I like it...
First, add this into Window_Base, before the last end.
Then replace the whole of Window_Status with this.
#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_battler(@actor, 280, 430)
draw_actor_graphic(@actor, 182, 80)
self.contents.font.size = 36
self.contents.font.name = "Monotype Corsiva"
draw_actor_name(@actor, 240, 32)
self.contents.font.size = 22
self.contents.font.name = "Tahoma"
draw_actor_class(@actor, 250, 80)
draw_actor_level(@actor, 32, 32)
draw_actor_state(@actor, 32, 64)
draw_actor_hp(@actor, 200, 144, 172)
draw_actor_sp(@actor, 200, 176, 172)
self.contents.font.color = system_color
self.contents.draw_text(0, 160, 170, 32, "Stats:", 1)
draw_actor_parameter(@actor, 0, 224, 0)
draw_actor_parameter(@actor, 0, 256, 1)
draw_actor_parameter(@actor, 0, 288, 2)
draw_actor_parameter(@actor, 0, 320, 3)
draw_actor_parameter(@actor, 0, 352, 4)
draw_actor_parameter(@actor, 0, 384, 5)
draw_actor_parameter(@actor, 0, 416, 6)
self.contents.font.color = system_color
self.contents.draw_text(400, 32, 80, 32, "EXP")
self.contents.draw_text(400, 64, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(400 + 80, 32, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(400 + 80, 64, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(400, 160, 210, 32, "Equipment", 1)
draw_item_name($data_weapons[@actor.weapon_id], 410 + 16, 208 + 16)
draw_item_name($data_armors[@actor.armor1_id], 410 + 16, 256 + 16)
draw_item_name($data_armors[@actor.armor2_id], 410 + 16, 320)
draw_item_name($data_armors[@actor.armor3_id], 410 + 16, 354 + 16)
draw_item_name($data_armors[@actor.armor4_id], 410 + 16, 416)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(410, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(410, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(410, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(410, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(410, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 410 + 24, 160)
draw_item_name($data_armors[@actor.armor1_id], 410 + 24, 208 + 16)
draw_item_name($data_armors[@actor.armor2_id], 410 + 24, 272 + 16)
draw_item_name($data_armors[@actor.armor3_id], 410 + 24, 336 + 16)
draw_item_name($data_armors[@actor.armor4_id], 410 + 24, 416)
end
end
And finally replace your current Scene_Status with this.
It's basically plug-n-play.
If you can't see the name font, download it, and put it in your computer's 'Fonts' folder.
No known incompatibility issues.
Any problems, or queries, reply here, or contact me via PM.